Design Doc

Design Document

Team Personal Space Invaders

Space Escape

David Garcia, Trevor Radcliffe, Westley Schrack


The Plan:
The game is based off of the concept of a Geometry Wars style shooting game. The player must escape from a factory on Mars by shooting at enemies and collecting items to complete objectives and open the door. The movement mechanic works in a manner in which many people may not be used to, the player is able to move and shoot independent of the direction the other is in.  Different kinds of enemies will attack the player with different AI, requiring different strategies to defeat them. The base target is to have 2 types of enemies, one which shoots the player and follows them and one which attempts to dive bomb the player, sacrificing its life to cause damage.  Each level will have different objectives, requiring either a certain number of enemies be destroyed or different objects be collected.  On the levels that require a specific number of a certain type of objects to be recovered enemies may also drop these required items.

Target Goals:

Minimum Low-Bar:
-One level
-Responsive Movement
-Basic Sound Effects
-Basic Particle Effects
-One type of enemy
-Super basic Enemy AI player targeting

Base-Target:
-Two Levels
-Variable objectives on each level
-Adequate obstacle design per level
-Responsive Movement
-Two types of enemies
-One which targets the player
-One which attempts to dive bomb the player
-Slightly more advanced sound effects
-Better looking particle effect
-Basic GUI that gives the player an idea of lives, bombs, and objective

High-Bar:
-Three or more levels
-Variable objectives on each level
-Advanced obstacle design per level
-Responsive Movement
-Three types of enemies
-One which targets the player
-One which attempts to dive bomb the player
-One which breaks into smaller enemies that wander
-Slightly more advanced sound effects
-Better looking particle effect
-More advanced GUI that gives the player an idea of lives, bombs, and objective as well as the addition of a menu

Timeline:
Nov 2:
-Player has responsive controls and responsive shooting mechanism
-Basic level design now exists
-Basic sound effects for player, collisions, and bullets
Nov 6: Alpha Due
-First level now complete
-Health and life system implemented
-1st enemy that badly pathfinds to the player exists
Nov 9:
-Begin 2nd level with a different objective
-Bomb mechanism implemented
-Basic GUI created with lives and bombs remaining
-Basic object pickup incorporated into game
Nov 16:
-Bullet shooting mechanism added to the first enemy that targets the player

-1st enemy now looks polished and has unique sounds

-Begin creation of 2nd enemy added that divebombs the player in an attempt to injure them.

Nov 23:
-Make collision detection between divebomb enemy and player work
-Make collision detection between player bullets and enemy work
-Make collision detection between enemy bullets and player work.
-2nd enemy now looks polished and has unique sounds
-Finish 2nd level with basic objective
Nov 27: Game Complete
-Make any minor tweaks that may be needed to player, level, enemies or sounds

Target for Alpha:

-One complete level

-Basic enemy AI for 1st enemy

-Refined movement control

-Basic polish

-Player jet particles

-Enemy jet particles

-At least one obstacle type

-Basic sound effects for player, collisions, and bullets

-Health and life system implemented

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